// ---------------- Constants ----------------- //
const DATA_UNKNOWN = "Data unknown";
const SYMBOL_FALSE = ""; // "❌ "
const SYMBOL_TRUE = ""; // "✅ "
const SYMBOL_INFO = ""; // "ℹ "
const SYMBOL_EMPTY = "";
const FLEUR_DIVIDE = "
";
// ---------------- Variables ----------------- //
let currentData = DATA_UNKNOWN;
let completionSymbol = SYMBOL_FALSE;
let divStart = [
""
].join("\n");
let divEnd = [
"
"
].join("\n");
let pSpan = "";
// ---------------- Hollow Knight Data Constant Objects ----------------- //
const DIV_ID = {
intro: {
h2: "Game Status",
id: "hk-intro",
maxPercent: 112
},
hints: {
h2: "My old friend Elderbug once told me about...",
id: "hk-hints",
},
bosses: {
h2: "Bosses",
id: "hk-bosses",
percent: 0,
maxPercent: 14
},
charms: {
h2: "Charms",
id: "hk-charms",
percent: 0,
maxPercent: 36
},
equipment: {
h2: "Equipment",
id: "hk-equipment",
percent: 0,
maxPercent: 14
},
nailUpgrades: {
h2: "Nail Upgrades",
id: "hk-nailupgrades",
percent: 0,
maxPercent: 4
},
nailArts: {
h2: "Nail Arts",
id: "hk-nailarts",
percent: 0,
maxPercent: 3
},
spells: {
h2: "Spells",
id: "hk-spells",
percent: 0,
maxPercent: 6
},
maskShards: {
h2: "Mask Shards",
id: "hk-maskshards",
percent: 0,
maxPercent: 4
},
vesselFragments: {
h2: "Vessel Fragments",
id: "hk-vesselfragments",
percent: 0,
maxPercent: 3
},
dreamNail: {
h2: "Dream Nail and Essence",
id: "hk-dreamnail",
percent: 0,
maxPercent: 3
},
warriorDreams: {
h2: "Warrior Dreams",
id: "hk-warriordreams",
percent: 0,
maxPercent: 7
},
dreamers: {
h2: "Dreamers",
id: "hk-dreamers",
percent: 0,
maxPercent: 3
},
colosseum: {
h2: "Colosseum of Fools",
id: "hk-colosseum",
percent: 0,
maxPercent: 3
},
grimmTroupe: {
h2: "Grimm Troupe Content Pack",
id: "hk-grimmtroupe",
percent: 0,
maxPercent: 6
},
lifeblood: {
h2: "Lifeblood Content Pack",
id: "hk-lifeblood",
percent: 0,
maxPercent: 1
},
godmaster: {
h2: "Godmaster Content Pack",
id: "hk-godmaster",
percent: 0,
maxPercent: 5
},
essential: {
h2: "Game Completion Essentials",
id: "hk-essential"
},
achievements: {
h2: "Achievements Essentials",
id: "hk-achievements"
},
statistics: {
h2: "Game Statistics",
id: "hk-statistics"
}
};
const HK_HINTS = {
fireballLevel: ["", "...a mysterious shaman living in a dwelling below the town of Dirtmouth"],
hornet1Defeated: ["", "...a skilled protector guarding ruins in a lush green forest"],
hasDash: ["", "...an old cloak lying on a green path by a broken shell"],
hasWalljump: ["", "...a sharp claw lying forgotten somewhere amidst the insect village"],
Crossroads_04: ["", "...a mother sleeping peacefully below the town of Dirtmouth"],
slyRescued: ["", "...a fellow town bug who seems to be lost somewhere in the crossroads"],
hasLantern: ["", "...a precious item able to carry some light to even the darkest places"],
hasSuperDash: ["", "...some powerful crystal beating somewhere deep inside the mines"],
hasDreamNail: ["", "...a weapon from a dream world only found where the souls can peacefully rest"],
killedInfectedKnight: ["", "...a shattered corpse forgotten in a windy cave in the ancient depths below the city"],
hasDoubleJump: ["", "...something incredibly light dropped by a monarchfly in the ancient depths below the city"],
killedBlackKnight: ["", "...discarded shells of black guards lying on the floor of a high spire"],
lurienDefeated: ["", "...a dreamer sleeping somewhere at the top of a high spire"],
dungDefenderOrHornet2: ["", "...a skilled combatant living at the heart of the sewers or watching over a shell amidst ash falling from the sky"],
ismaTearOrShadeCloak: ["", "...something precious in a grove accessed from the waterways or a massive royal door guarding a cloak behind the darkness"],
defeatedMegaJelly: ["", "...an intelligent being floating inside hidden archives behind the fog"],
monomonDefeated: ["", "...a dreamer sleeping somewhere hidden in a foggy area"],
hegemolDefeated: ["", "...a dreamer sleeping near a spider nest area"],
killedHollowKnight: ["", "...a disturbance inside a black temple"],
};
const HK_BOSSES = {
falseKnightDefeated: ["False Knight", "Forgotten Crossroads"], // "Battle Scene" - "Crossroads_10" ?
hornet1Defeated: ["Hornet Protector", "Greenpath"],
defeatedDungDefender: ["Dung Defender", "Royal Waterways"],
mageLordDefeated: ["Soul Master", "City of Tears: Soul Sanctum"],
killedBlackKnight: ["Watcher Knights", "City of Tears: Watcher's Spire"],
collectorDefeated: ["The Collector", "City of Tears: Tower of Love"],
defeatedMantisLords: ["Mantis Lords", "Mantis Village"],
defeatedMegaJelly: ["Uumuu", "Fog Canyon: Teacher's Archives"],
hornetOutskirtsDefeated: ["Hornet Sentinel", "Kingdom's Edge"],
killedInfectedKnight: ["Broken Vessel", "Ancient Basin"],
killedMimicSpider: ["Nosk", "Deepnest"], // "Battle Scene" - "Deepnest_32" ?
killedTraitorLord: ["Traitor Lord", "Queen's Gardens"] // "Battle Scene" - "Fungus3_23" ?
};
// "Battle Scene" sceneData.persistentBoolItems.id
const HK_BOSSES_WORLD = {
Crossroads_04: ["Gruz Mother", "Forgotten Crossroads"], // killedBigFly
Crossroads_09: ["Brooding Mawlek", "Forgotten Crossroads"] // killedMawlek
};
// reference: https://radiance.host/apidocs/Charms.html
const HK_CHARMS = {
gotCharm_1: ["#1 Gathering Swarm", "Sly: 300 Geo"], // 1
gotCharm_2: ["#2 Wayward Compass", "Iselda: 220 Geo"], // 1
gotCharm_3: ["#3 Grubsong", "Grubfather: 10 Grubs"], // 1
gotCharm_4: ["#4 Stalwart Shell", "Sly: 200 Geo"], // 2
gotCharm_5: ["#5 Baldur Shell", "Howling Cliffs"], // 2
gotCharm_6: ["#6 Fury of the Fallen", "King's Pass"], // 2
gotCharm_7: ["#7 Quick Focus", "Salubra: 800 Geo"], // 3
gotCharm_8: ["#8 Lifeblood Heart", "Salubra: 250 Geo"], // 2
gotCharm_9: ["#9 Lifeblood Core", "The Abyss: 15 Lifeblood masks"], // 3
gotCharm_10: ["#10 Defender's Crest", "Royal Waterways"], // 1
gotCharm_11: ["#11 Flukenest", "Royal Waterways"], // 3
gotCharm_12: ["#12 Thorns of Agony", "Greenpath"], // 1
gotCharm_13: ["#13 Mark of Pride", "Mantis Village"], // 3
gotCharm_14: ["#14 Steady Body", "Salubra: 120 Geo"], // 1
gotCharm_15: ["#15 Heavy Blow", "Sly: 350 Geo + Shopkeeper's Key"], // 2
gotCharm_16: ["#16 Sharp Shadow", "Deepnest"], // 2
gotCharm_17: ["#17 Spore Shroom", "Fungal Wastes"], // 1
gotCharm_18: ["#18 Longnail", "Salubra: 300 Geo"], // 2
gotCharm_19: ["#19 Shaman Stone", "Salubra: 220 Geo"], // 3
gotCharm_20: ["#20 Soul Catcher", "Forgotten Crossroads: Ancestral Mound"], // 2
gotCharm_21: ["#21 Soul Eater", "Resting Grounds"], // 4
gotCharm_22: ["#22 Glowing Womb", "Forgotten Crossroads"], // 2
gotCharm_23: ["#23 Fragile Heart", "Leg Eater: 350/280 Geo"], // 2
gotCharm_24: ["#24 Fragile Greed", "Leg Eater: 250/200 Geo"], // 2
gotCharm_25: ["#25 Fragile Strength", "Leg Eater: 600/480 Geo"], // 3
gotCharm_26: ["#26 Nailmaster’s Glory", "Sly: All Nail Arts"], // 1
gotCharm_27: ["#27 Joni’s Blessing", "Howling Cliffs: Joni's Repose"], // 4
gotCharm_28: ["#28 Shape of Unn", "Greenpath: Lake of Unn"], // 2
gotCharm_29: ["#29 Hiveblood", "The Hive"], // 4
gotCharm_30: ["#30 Dream Wielder", "Seer: 500 Essence"], // 1
gotCharm_31: ["#31 Dashmaster", "Fungal Wastes"], // 2
gotCharm_32: ["#32 Quick Slash", "Kingdom's Edge"], // 3
gotCharm_33: ["#33 Spell Twister", "City of Tears: Soul Sanctum"], // 2
gotCharm_34: ["#34 Deep Focus", "Crystal Peak"], // 4
gotCharm_35: ["#35 Grubberfly’s Elegy", "Grubfather: 46 Grubs"], // 3
gotCharm_36: ["#36 Kingsoul", "Queen's Gardens + Ancient Basin"], // 5
};
const HK_COLOSSEUM = {
colosseumBronzeCompleted: ["Trial of the Warrior", "Little Fool: 100 Geo"],
colosseumSilverCompleted: ["Trial of the Conqueror", "Little Fool: 450 Geo + Warrior completed"],
colosseumGoldCompleted: ["Trial of the Fool", "Little Fool: 800 Geo + Conqueror completed"],
};
const HK_DREAMERS = {
lurienDefeated: ["Lurien the Watcher", "City of Tears: Watcher's Spire"],
monomonDefeated: ["Monomon the Teacher", "Fog Canyon: Teacher's Archives"],
hegemolDefeated: ["Herrah the Beast", "Deepnest: Distant Village"]
};
const HK_DREAMNAIL = {
hasDreamNail: ["Dream Nail acquired", "Resting Grounds"],
dreamNailUpgraded: ["Awoken Dream Nail", "Seer: 1800 Essence"],
mothDeparted: ["Hear the Seer's final words", "Seer: 2400 Essence"]
};
const HK_EQUIPMENT = {
hasDash: ["Mothwing Cloak", "Greenpath: Dash ability"],
hasWalljump: ["Mantis Claw", "Mantis Village: Wall Jump ability"],
hasSuperDash: ["Crystal Heart", "Crystal Peak: Super Dash ability"],
hasDoubleJump: ["Monarch Wings", "Ancient Basin: Double Jump ability"],
hasAcidArmour: ["Isma's Tear", "Royal Waterways: Acid Armour ability"],
hasKingsBrand: ["King's Brand", "Kingdom's Edge"],
hasShadowDash: ["Shade Cloak", "The Abyss: Shadow Dash ability"]
};
const HK_MASKSHARDS = {
slyShellFrag1: ["Mask Shard #1", "Sly: 150 Geo"],
slyShellFrag2: ["Mask Shard #2", "Sly: 500 Geo"],
slyShellFrag3: ["Mask Shard #3", "Sly: 800 Geo + Shopkeeper's Key"],
slyShellFrag4: ["Mask Shard #4", "Sly: 1500 Geo + Shopkeeper's Key"],
dreamReward7: ["Mask Shard #5", "Seer: 1500 Essence"]
};
// "Heart Piece" sceneData.persistentBoolItems.id
const HK_MASKSHARDS_WORLD = {
Crossroads_13: ["Mask Shard #6", "Forgotten Crossroads: below Hot Springs"],
Crossroads_09: ["Mask Shard #7", "Forgotten Crossroads: Brooding Mawlek"],
Crossroads_38: ["Mask Shard #8", "Grubfather: 5 Grubs"],
Room_Bretta: ["Mask Shard #9", "Dirtmouth: Bretta's Room"],
Fungus2_01: ["Mask Shard #10", "Queen's Station"],
Waterways_04b: ["Mask Shard #11", "Royal Waterways"],
Fungus1_36: ["Mask Shard #12", "Greenpath: Stone Sanctuary"],
Mines_32: ["Mask Shard #13", "Crystal Peak: Enraged Guardian"],
Fungus2_25: ["Mask Shard #14", "Deepnest: entrance from Fungal Wastes"],
Hive_04: ["Mask Shard #15", "The Hive"],
Room_Mansion: ["Mask Shard #16", "Resting Grounds: Delicate Flower"]
};
const HK_VESSELFRAGMENTS = {
slyVesselFrag1: ["Vessel Fragment #1", "Sly: 550 Geo"],
slyVesselFrag2: ["Vessel Fragment #2", "Sly: 900 Geo"],
dreamReward5: ["Vessel Fragment #3", "Seer: 700 Essence"],
vesselFragStagNest: ["Vessel Fragment #4", "Stag Nest"]
};
// "Vessel Fragment" sceneData.persistentBoolItems.id
const HK_VESSELFRAGMENTS_WORLD = {
Fungus1_13: ["Vessel Fragment #5", "Greenpath: near Queen's Gardens exit"],
Crossroads_37: ["Vessel Fragment #6", "Forgotten Crossroads: unlock City of Tears lift"],
Ruins2_09: ["Vessel Fragment #7", "Above King's Station"],
Deepnest_38: ["Vessel Fragment #8", "Deepnest: Goam platforming challenge"],
Abyss_04: ["Vessel Fragment #9", "Ancient Basin Fountain: 3000 Geo"]
};
const HK_NAILARTS = {
hasDashSlash: ["Great Slash", "Nailmaster Sheo: Greenpath"], // this is correct
hasUpwardSlash: ["Dash Slash", "Nailmaster Oro: Kingdom's Edge, 800 Geo"], // this is correct
hasCyclone: ["Cyclone Slash", " Nailmaster Mato: Howling Cliffs"],
};
const HK_NAILUPGRADES = [
["#0 Old Nail", "Starting Weapon"],
["#1 Sharpened Nail", "Nailsmith: 250 Geo"],
["#2 Channeled Nail", "Nailsmith: 800 Geo + 1 Pale Ore"],
["#3 Coiled Nail", "Nailsmith: 2000 Geo + 2 Pale Ore"],
["#4 Pure Nail", "Nailsmith: 4000 Geo + 3 Pale Ore"]
];
const HK_SPELLS = {
fireballLevel: {
1: ["Vengeful Spirit", "Forgotten Crossroads: Ancestral Mound"],
2: ["Shade Soul", "City of Tears: Soul Sanctum + Elegant Key"],
},
quakeLevel: {
1: ["Desolate Dive", "City of Tears: Soul Sanctum"],
2: ["Descending Dark", "Crystal Peak: Crystallised Mound"],
},
screamLevel: {
1: ["Howling Wraiths", "Fog Canyon: Overgrown Mound"],
2: ["Abyss Shriek", "The Abyss"],
}
};
const HK_WARRIORDREAMS = {
xeroDefeated: ["Xero", "Resting Grounds"],
noEyesDefeated: ["No Eyes", "Greenpath: Stone Sanctuary"],
elderHuDefeated: ["Elder Hu", "Fungal Wastes"],
aladarSlugDefeated: ["Gorb", "Howling Cliffs"],
mumCaterpillarDefeated: ["Marmu", "Queen's Gardens"],
galienDefeated: ["Galien", "Deepnest"],
markothDefeated: ["Markoth", "Kingdom's Edge"],
};
const HK_GRIMMTROUPE = {
gotCharm_37: ["Charm #37 Sprintmaster", "Sly: 400 Geo + Shopkeeper's Key"],
gotCharm_38: ["Charm #38 Dreamshield", "Resting Grounds"],
gotCharm_39: ["Charm #39 Weaversong", "Deepnest: Weaver's Den"],
gotCharm_40: ["Charm #40 Grimmchild / Carefree Melody", "Dirtmouth"],
killedGrimm: ["Troupe Leader Grimm", "Dirtmouth"]
};
const HK_LIFEBLOOD = {
killedHiveKnight: ["Hive Knight", "The Hive"]
};
const HK_GODMASTER = {
hasGodfinder: ["Godtuner", "Junk Pit"]
};
const HK_GODMASTER_DOORS = [
["#1 Pantheon of the Master", "Godhome"],
["#2 Pantheon of the Artist", "Godhome"],
["#3 Pantheon of the Sage", "Godhome"],
["#4 Pantheon of the Knight", "Godhome"]
];
const HK_ESSENTIAL = {
grubsCollected: ["Grubs Rescued", "out of 46 total", 46],
dreamOrbs: ["Essence Collected", "Dream Nail (2400 for completion)", 2400],
stationsOpened: ["Stag Stations opened", "out of 10 total", 10],
slyRescued: ["Sly Rescued", "Forgotten Crossroads"],
brettaRescued: ["Bretta Rescued", "Fungal Wastes"],
hasLantern: ["Lumafly Lantern", "Sly: 1800 Geo"],
shopkeeperKey: ["Shopkeeper's Key", "Crystal Peak"],
elegantKey: ["Elegant Key", "Sly: 800 Geo + Shopkeeper's Key"],
loveKey: ["Love Key", "Queen's Gardens"],
slySimpleKey: ["Simple Key #1", "Sly: 950 Geo"],
simpleKeyCityOfTears: ["Simple Key #2", "City of Tears"],
simpleKeyAncientBasin: ["Simple Key #3", "Ancient Basin"],
gotLurkerKey: ["Simple Key #4", "Kingdom's Edge: Colosseum of Fools"],
paleOreAncientBasin: ["Pale Ore #1", "Ancient Basin"],
paleOreSeer: ["Pale Ore #2", "Seer: 300 Essence"],
paleOreCrystalPeak: ["Pale Ore #3", "Crystal Peak: Hallownest's Crown"],
paleOreDeepnest: ["Pale Ore #4", "Deepnest"],
paleOreGrubfather: ["Pale Ore #5", "Grubfather: 31 Grubs"],
paleOreColosseum: ["Pale Ore #6", "Colosseum of Fools: Trial of the Conqueror"],
fountainGeo: ["Geo in Fountain", "Ancient Basin: 3000 Geo maximum", 3000],
hasTramPass: ["Tram Pass", "Deepnest"],
nightmareLanternLit: ["Nightmare Lantern Lit", "Howling Cliffs"]
};
const HK_ACHIEVEMENTS = {
areaMaps: ["Area Maps", "Cornifer and Iselda (out of 13)", 13, [
"mapCrossroads", "mapGreenpath", "mapFogCanyon", "mapRoyalGardens", "mapFungalWastes", "mapCity", "mapWaterways", "mapMines", "mapDeepnest", "mapCliffs", "mapOutskirts", "mapRestingGrounds", "mapAbyss"
]
],
hasJournal: ["Hunter's Journal", "Greenpath: Hunter"],
hasHuntersMark: ["Hunter's Mark", "Greenpath: Hunter"],
journalEntriesCompleted: ["Creatures Encountered", "Hunter's Journal (164 max)", 164],
journalNotesCompleted: ["Hunter Notes Completed", "Hunter's Journal (164 max)", 164],
salubraBlessing: ["Salubra's Blessing", "Salubra: 800 Geo + 40 Charms"],
falseKnightDreamDefeated: ["Failed Champion", "Forgotten Crossroads"],
mageLordDreamDefeated: ["Soul Tyrant", "City of Tears: Soul Sanctum"],
infectedKnightDreamDefeated: ["Lost Kin", "Ancient Basin"],
whiteDefenderDefeated: ["White Defender", "Royal Waterways"],
greyPrinceDefeated: ["Grey Prince Zote", "Dirtmouth"],
killedHollowKnight: ["Hollow Knight", "Forgotten Crossroads: Black Egg Temple"],
gotShadeCharm: ["Void Heart", "Kingsoul + Birthplace"],
killedFinalBoss: ["Radiance", "Forgotten Crossroads: Black Egg Temple"],
bossDoorStateTier5: ["Embrace the Void", "Godhome: Pantheon of Hallownest"],
zoteDead: ["Optimal Zote", "Neglect"],
nailsmithSpared: ["Optimal Nailsmith", "Happy Couple"],
};
const HK_STATISTICS = {
nailDamage: ["Nail Damage", "Nailsmith upgrades", 21],
charmSlots: ["Charm Notches", "out of 11 total", 11],
relicsWandererJournal: ["Relic #1 found total", "Wanderer's Journal (out of 14)", 14, "trinket1", "soldTrinket1"],
relicsHallownestSeal: ["Relic #2 found total", "Hallownest Seal (out of 17)", 17, "trinket2", "soldTrinket2"],
relicsKingsIdol: ["Relic #3 found total", "King's Idol (out of 8)", 8, "trinket3", "soldTrinket3"],
relicsArcaneEgg: ["Relic #4 found total", "Arcane Egg (out of 4)", 4, "trinket4", "soldTrinket4"],
rancidEggs: ["Rancid Eggs", "Hallownest, Sly, Tuk"],
xunFlowerBrokeTimes: ["Delicate Flowers broken", "Resting Grounds: Grey Mourner"],
hasDreamGate: ["Dream Gate", "Seer: 900 Essence"],
whisperingRoots: ["Whispering Roots completed", "Dream Nail (out of 15)", 15],
fragileGreed_unbreakable: ["Unbreakable Greed", "Divine: 9000 Geo"],
fragileHealth_unbreakable: ["Unbreakable Heart", "Divine: 12000 Geo"],
fragileStrength_unbreakable: ["Unbreakable Strength", "Divine: 15000 Geo"],
killedMenderBug: ["Menderbug", "Forgotten Crossroads + destroy sign"],
whiteDefenderDefeats: ["White Defender times defeated", "Royal Waterways (5 max)", 5],
greyPrinceDefeats: ["Grey Prince Zote times defeated", "Dirtmouth (10 max)", 10],
whitePalaceSecretRoomVisited: ["Path of Pain", "White Palace"]
};
/**
* Checks Hollow Knight game completion by analyzing the save file
* @param {object} jsonObject Decoded save data in JavaScript Object Notation form (JSON)
*/
function HKCheckCompletion(jsonObject) {
// start benchmark
let countBegin = new Date();
let HKPlayerData;
let HKWorldItems;
if (jsonObject.hasOwnProperty("playerData")) {
HKPlayerData = jsonObject.playerData;
} else return false;
if (jsonObject.hasOwnProperty("sceneData")) {
if (jsonObject.sceneData.hasOwnProperty("persistentBoolItems")) {
HKWorldItems = jsonObject.sceneData.persistentBoolItems;
} else return false;
} else return false;
// Pre-Cleaning and filling initial data (h2, id) needed for FillHTML()
PrefillHTML(DIV_ID);
// Prevents adding current percent data after each function call (each click of Analyze button)
ResetCompletion(DIV_ID);
// Prevents wrong checkbox behaviour
CheckboxHintsToggle("hide");
CheckboxLocationsToggle("hide");
// Shallow Clone const objects (used for destructive functions)
let HK_HINTS_temp = Object.assign({}, HK_HINTS);
let HK_BOSSES_temp = Object.assign({}, HK_BOSSES);
let HK_BOSSES_WORLD_temp = Object.assign({}, HK_BOSSES_WORLD);
let HK_CHARMS_temp = Object.assign({}, HK_CHARMS);
let HK_COLOSSEUM_temp = Object.assign({}, HK_COLOSSEUM);
let HK_DREAMERS_temp = Object.assign({}, HK_DREAMERS);
let HK_DREAMNAIL_temp = Object.assign({}, HK_DREAMNAIL);
let HK_EQUIPMENT_temp = Object.assign({}, HK_EQUIPMENT);
let HK_MASKSHARDS_temp = Object.assign({}, HK_MASKSHARDS);
let HK_MASKSHARDS_WORLD_temp = Object.assign({}, HK_MASKSHARDS_WORLD);
let HK_NAILARTS_temp = Object.assign({}, HK_NAILARTS);
let HK_VESSELFRAGMENTS_temp = Object.assign({}, HK_VESSELFRAGMENTS);
let HK_VESSELFRAGMENTS_WORLD_temp = Object.assign({}, HK_VESSELFRAGMENTS_WORLD);
let HK_WARRIORDREAMS_temp = Object.assign({}, HK_WARRIORDREAMS);
let HK_GRIMMTROUPE_temp = Object.assign({}, HK_GRIMMTROUPE);
let HK_LIFEBLOOD_temp = Object.assign({}, HK_LIFEBLOOD);
let HK_GODMASTER_temp = Object.assign({}, HK_GODMASTER);
// Shallow Clone const arrays (used for destructive functions)
let HK_GODMASTER_DOORS_temp = Array.from(HK_GODMASTER_DOORS);
let HK_NAILUPGRADES_temp = Array.from(HK_NAILUPGRADES);
// Deep Clone const spells multi-layer object (used for destructive functions)
let HK_SPELLS_temp = JSON.parse(JSON.stringify(HK_SPELLS));
// ================================================================================== //
// ---------------- Time Played ----------------- //
CheckPlayTime(DIV_ID.intro, HKPlayerData.playTime);
// ---------------- Game Completion Status ----------------- //
CheckCompletionPercent(DIV_ID.intro, HKPlayerData.completionPercentage);
// ---------------- Fleur Divide ----------------- //
AppendHTML(DIV_ID.intro, FLEUR_DIVIDE);
// ---------------- Health Masks ----------------- //
CheckHealthMasks(DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode);
// ---------------- Soul Orbs ----------------- //
CheckSoulOrbs(DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax);
// ---------------- Geo Amount ----------------- //
CheckGeo(DIV_ID.intro, HKPlayerData.geo);
// ---------------- Bosses (Base Game) --------------------- //
CheckIfDataTrue(DIV_ID.bosses, HK_BOSSES_temp, HKPlayerData);
// ---------------- Gruz Mother and Mawlek (World Map) --------------------- //
if (HKWorldItems) CheckWorldDataTrue(DIV_ID.bosses, "Battle Scene", HK_BOSSES_WORLD_temp, HKWorldItems);
// ---------------- Charms --------------------- //
CheckIfDataTrue(DIV_ID.charms, HK_CHARMS_temp, HKPlayerData);
// ---------------- Colosseum of Fools --------------------- //
CheckIfDataTrue(DIV_ID.colosseum, HK_COLOSSEUM_temp, HKPlayerData);
// ---------------- Dreamers --------------------- //
CheckIfDataTrue(DIV_ID.dreamers, HK_DREAMERS_temp, HKPlayerData);
// ---------------- Dream Nail and Essence --------------------- //
CheckIfDataTrue(DIV_ID.dreamNail, HK_DREAMNAIL_temp, HKPlayerData);
// ---------------- Equipment --------------------- //
CheckIfDataTrue(DIV_ID.equipment, HK_EQUIPMENT_temp, HKPlayerData);
// ---------------- Nail Upgrades --------------------- //
for (let i = 0, length = HK_NAILUPGRADES_temp.length; i < length; i++) {
(HKPlayerData.nailSmithUpgrades >= i) ? CurrentDataTrue(DIV_ID.nailUpgrades): CurrentDataFalse();
FillHTML(DIV_ID.nailUpgrades, HK_NAILUPGRADES_temp[i][0], HK_NAILUPGRADES_temp[i][1]);
}
if (DIV_ID.nailUpgrades.percent) DIV_ID.nailUpgrades.percent--; // subject one for the Old Nail
// ---------------- Mask Shards --------------------- //
CheckIfDataTrue(DIV_ID.maskShards, HK_MASKSHARDS_temp, HKPlayerData);
// ---------------- Mask Shards (World Map) --------------------- //
CheckWorldDataTrue(DIV_ID.maskShards, "Heart Piece", HK_MASKSHARDS_WORLD_temp, HKWorldItems);
// ---------------- Nail Arts --------------------- //
CheckIfDataTrue(DIV_ID.nailArts, HK_NAILARTS_temp, HKPlayerData);
// ---------------- Spells --------------------- //
CheckSpellLevel(DIV_ID.spells, HK_SPELLS_temp, HKPlayerData);
// ---------------- Vessel Fragments --------------------- //
CheckIfDataTrue(DIV_ID.vesselFragments, HK_VESSELFRAGMENTS_temp, HKPlayerData);
// ---------------- Vessel Fragments (World Map) --------------------- //
CheckWorldDataTrue(DIV_ID.vesselFragments, "Vessel Fragment", HK_VESSELFRAGMENTS_WORLD_temp, HKWorldItems);
// ---------------- Warrior Dreams --------------------- //
CheckWarriorDreams(DIV_ID.warriorDreams, HK_WARRIORDREAMS_temp, HKPlayerData);
// ---------------- Grimm Troupe Content Pack --------------------- //
CheckIfDataTrue(DIV_ID.grimmTroupe, HK_GRIMMTROUPE_temp, HKPlayerData);
(HKPlayerData.grimmChildLevel >= 4) ? CurrentDataTrue(DIV_ID.grimmTroupe): CurrentDataFalse();
FillHTML(DIV_ID.grimmTroupe, "Nightmare King Grimm / Banishment", "Dirtmouth or Howling Cliffs");
// ---------------- Lifeblood Content Pack --------------------- //
CheckIfDataTrue(DIV_ID.lifeblood, HK_LIFEBLOOD_temp, HKPlayerData);
// ---------------- Godmaster Content Pack --------------------- //
CheckIfDataTrue(DIV_ID.godmaster, HK_GODMASTER_temp, HKPlayerData);
for (let i = 1; i <= 4; i++) {
(HKPlayerData["bossDoorStateTier" + i].completed === true) ? CurrentDataTrue(DIV_ID.godmaster): CurrentDataFalse();
FillHTML(DIV_ID.godmaster, HK_GODMASTER_DOORS_temp[i - 1][0], HK_GODMASTER_DOORS_temp[i - 1][1]);
}
// ---------------- Fleur Divide ----------------- //
AppendHTML(DIV_ID.godmaster, FLEUR_DIVIDE);
// ------------------------- Essential Things ----------------------------- //
CheckAdditionalThings(DIV_ID.essential, HK_ESSENTIAL, HKPlayerData, HKWorldItems);
// ---------------- Fleur Divide ----------------- //
AppendHTML(DIV_ID.essential, FLEUR_DIVIDE);
// ------------------------- Achievements ----------------------------- //
CheckAdditionalThings(DIV_ID.achievements, HK_ACHIEVEMENTS, HKPlayerData, HKWorldItems);
// ------------------------- Game Statistics ----------------------------- //
CheckAdditionalThings(DIV_ID.statistics, HK_STATISTICS, HKPlayerData, HKWorldItems);
// ------------------------- Hints ----------------------------- //
CheckHintsTrue(DIV_ID.hints, HK_HINTS_temp, HKPlayerData, HKWorldItems);
// ------------------------- Fill completion ----------------------------- //
CompletionHTML(DIV_ID);
// finish and show benchmark
let countEnd = new Date();
console.info("HKCheckCompletion() time (ms) =", countEnd - countBegin);
return true;
}
/**
* Cleans "generated" and fills all HTML elements of ids from a given list. Creates only div with id, and h2 with title inside it.
* @param {object} jsObj Object with HTML data to fill
*/
function PrefillHTML(jsObj) {
// Clean "generated" div
document.getElementById("generated").innerHTML = "";
let id = "";
let h2 = "";
let h2id = "";
let mp = ""; // max Percent
let cl = ""; // class
for (let i in jsObj) {
id = jsObj[i].id;
h2 = jsObj[i].h2;
h2id = "h2-" + jsObj[i].id;
(i === "hints") ? cl = " class='hidden'": cl = "";
mp = " – " + jsObj[i].maxPercent + "%";
if (!jsObj[i].hasOwnProperty("maxPercent") || i === "intro") mp = "";
document.getElementById("generated").innerHTML += "" + "
";
document.getElementById(id).innerHTML += "" + h2 + mp + "
";
}
}
/**
* Replaces the h2 titles with a current percent/max percent values as read from the save file
* @param {object} jsObj Object with HTML data to fill
*/
function CompletionHTML(jsObj) {
let h2 = "";
let h2id = "";
let cp = ""; // current Percent
let mp = ""; // max Percent
for (let i in jsObj) {
h2 = jsObj[i].h2;
h2id = "h2-" + jsObj[i].id;
(jsObj[i].hasOwnProperty("percent")) ? cp = jsObj[i].percent: cp = "";
if (!jsObj[i].hasOwnProperty("maxPercent") || i === "intro") {
mp = "";
} else {
if (i === "maskShards") {
let perc = jsObj[i].percent;
(perc % 4) ? cp = Math.floor(perc / 4): cp = perc / 4;
} else if (i === "vesselFragments") {
let perc = jsObj[i].percent;
(perc % 3) ? cp = Math.floor(perc / 3): cp = perc / 3;
}
if (jsObj[i].hasOwnProperty("percent")) cp += "/";
mp = " – " + cp + jsObj[i].maxPercent + "%";
}
document.getElementById(h2id).innerHTML = h2 + mp;
}
}
/**
* Generates and appends a new entry inside the HTML of a given ID
* @param {object} divId object containing div ID and h2 title of the HTML element
* @param {string} textPrefix Main name of the entry
* @param {string} textSuffix Optional suffix after the main name
*/
function FillHTML(divId, textPrefix = "Unknown Completion Element: ", textSuffix = "") {
let icon = completionSymbol;
let b = ["", ""];
if (!textPrefix.length) b = ["", ""];
let span = ["", ""];
if (divId === DIV_ID.hints) {
span[0] = "";
icon = SYMBOL_INFO;
}
let dash = "";
if (textSuffix.length && textPrefix.length) dash = " — ";
document.getElementById(divId.id).innerHTML += divStart + icon + b[0] + textPrefix + b[1] + span[0] + pSpan + dash + textSuffix + span[1] + divEnd;
}
/**
* Adds HTML string to an element with a given ID.
* @param {object} divId object containing div ID of the HTML element to append to
* @param {string} content HTML contents to append
*/
function AppendHTML(divId, content) {
document.getElementById(divId.id).innerHTML += "\n" + content;
}
/**
* Switches global variable to a "completed" symbol. Adds +1 or +2 to percent property.
*/
function CurrentDataTrue(divId = "") {
completionSymbol = SYMBOL_TRUE;
if (divId) {
divId.percent++;
if (divId.id === "hk-equipment") divId.percent++; // double % for equipment
}
}
/**
* Switches global variable to a "not completed" symbol
*/
function CurrentDataFalse() {
completionSymbol = SYMBOL_FALSE;
}
/**
* Switches global variable to an "information" symbol
*/
function CurrentDataInfo() {
completionSymbol = SYMBOL_INFO;
}
/**
* Switches global variable to no symbol (span with left padding)
*/
function CurrentDataBlank() {
completionSymbol = SYMBOL_EMPTY;
}
/**
* Fills HTML with the playTime value of the save file
* @param {object} divId ID of the HTML element for data appending
* @param {number} playTime Number of total gameplay time in seconds
*/
function CheckPlayTime(divId, playTime) {
let icon = "";
let seconds = Math.floor(playTime);
let minutes = Math.floor((seconds / 60) % 60);
let hours = Math.floor(seconds / 3600);
let sec = Math.floor(seconds % 60);
if (sec < 10) sec = "0" + sec;
if (minutes < 10) minutes = "0" + minutes;
let textFill = "Time Played:" + pSpan + "" + hours + " h " + minutes + " min " + sec + " sec";
document.getElementById(divId.id).innerHTML += divStart + icon + textFill + divEnd;
}
/**
* Searches for completionPercentage in playerData and fills HTML with the value of the save file
* @param {object} divId ID of the HTML element for data appending
* @param {number} completionPercentage Number of completion percentage
*/
function CheckCompletionPercent(divId, completionPercentage) {
(completionPercentage >= 112) ? CurrentDataTrue(): CurrentDataFalse();
let textFill = "Game Completion:" + pSpan + "" + completionPercentage + " %" + pSpan + "(out of " + divId.maxPercent + " %)";
document.getElementById(divId.id).innerHTML += divStart + completionSymbol + textFill + divEnd;
}
/**
* Fills HTML with appriopriate number of health mask images
* @param {object} divId ID of the HTML element for data appending
* @param {number} masks Number of max health masks from the save
* @param {number} permadeathMode Value of permadeathMode property. 0 = Normal, 1 = Steel Soul
*/
function CheckHealthMasks(divId, masks, permadeathMode) {
let icon = SYMBOL_EMPTY;
let textFill = "Health:";
let maskImages = "";
let maskNormal = "
";
let maskSteel = "
";
let maskImg = "";
(permadeathMode === 1) ? maskImg = maskSteel: maskImg = maskNormal;
for (let i = 0; i < masks; i++) {
maskImages += maskImg;
}
document.getElementById(divId.id).innerHTML += divStart + icon + textFill + maskImages + divEnd;
}
/**
* Fills HTML with appriopriate number of soul orbs images
* @param {object} divId ID of the HTML element for data appending
* @param {number} totalSoul Number of max Soul reserve from the save. 99 = full Soul Orb
*/
function CheckSoulOrbs(divId, totalSoul) {
let icon = SYMBOL_EMPTY;
let textFill = "Soul:";
let soulImages = "";
let soulNormal = "
";
let soulImg = soulNormal;
for (let i = 0, total = totalSoul / 33; i < total; i++) {
soulImages += soulImg;
}
document.getElementById(divId.id).innerHTML += divStart + icon + textFill + soulImages + divEnd;
}
/**
* Fills HTML with the Geo value of the save file
* @param {object} divId ID of the HTML element for data appending
* @param {number} geoValue Number of total Geo value
*/
function CheckGeo(divId, geoValue) {
let icon = SYMBOL_EMPTY;
let textFill = "Geo:
" + geoValue + "";
document.getElementById(divId.id).innerHTML += divStart + icon + textFill + divEnd;
}
/**
* Verifies if the data in a specific object is true or false, and appends HTML accordingly.
* @param {object} divId ID of the HTML element for data appending
* @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)
* @param {object} playerData Reference/pointer to specific data where to search
*/
function CheckIfDataTrue(divId, dataObject, playerData) {
for (let i in dataObject) {
switch (i) {
case "gotCharm_36":
// prevents green checkbox and adding 1% when only got one white fragment
(playerData.gotQueenFragment === true && playerData.gotKingFragment === true) ? CurrentDataTrue(divId): CurrentDataFalse();
break;
default:
(playerData[i] === true) ? CurrentDataTrue(divId): CurrentDataFalse();
}
FillHTML(divId, dataObject[i][0], dataObject[i][1]);
}
}
/**
* Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.
* @param {object} divId ID of the HTML element for data appending
* @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)
* @param {object} playerData Reference/pointer to specific data where to search
*/
function CheckSpellLevel(divId, dataObject, playerData) {
for (let i in dataObject) {
for (let j = 1; j <= 2; j++) {
(playerData[i] >= j) ? CurrentDataTrue(divId): CurrentDataFalse();
FillHTML(divId, dataObject[i][j][0], dataObject[i][j][1]);
}
}
}
/**
* Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.
* @param {object} divId ID of the HTML element for data appending
* @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)
* @param {object} playerData Reference/pointer to specific data where to search
*/
function CheckWarriorDreams(divId, dataObject, playerData) {
for (let i in dataObject) {
(playerData[i] > 0) ? CurrentDataTrue(divId): CurrentDataFalse();
FillHTML(divId, dataObject[i][0], dataObject[i][1]);
}
}
/**
* Verifies if the data in a specific object are true or false, and appends HTML accordingly. Creates a copy of dataObject.
* @param {object} divId ID of the HTML element for data appending
* @param {string} idText Text string inside save data to search for
* @param {object} dataObject Object containing data to be verified
* @param {object} worldData Reference/pointer to specific data where to search
*/
function CheckWorldDataTrue(divId, idText, dataObject, worldData) {
let orderedArray = [];
let size = ObjectLength(dataObject);
// Order the items before displaying them (creates a copy of dataObject)
for (let i in dataObject) {
orderedArray.push([i, dataObject[i][0], dataObject[i][1], false]);
}
// Search for completed items and mark them for display
for (let i = 0, length = worldData.length; i < length; i++) {
for (let j = 0; j < size; j++) {
if (worldData[i].id === idText && worldData[i].sceneName === orderedArray[j][0] && worldData[i].activated === true) {
orderedArray[j][3] = true;
}
}
}
// Display the items as they were initially ordered
for (let i = 0; i < size; i++) {
CurrentDataFalse();
if (orderedArray[i][3] === true) CurrentDataTrue(divId);
FillHTML(divId, orderedArray[i][1], orderedArray[i][2]);
}
}
/**
* Verifies if the data in a specific object are true or false, or checks what values they have, and appends HTML accordingly.
* @param {object} divId ID of the HTML element for data appending
* @param {object} dataObject Object containing data to be verified
* @param {object} playerData Reference/pointer to specific data where to search
* @param {object} worldData Reference/pointer to specific data where to search
*/
function CheckAdditionalThings(divId, dataObject, playerData, worldData) {
let textPrefix = "";
let textSuffix = "";
/**
* Searches for a given item in the in-game area and returns true when found and collected.
* @param {string} itemArea Code of the in-game area on the map
* @param {string} itemId Name of the item
* @returns {boolean}
*/
function FindWorldItem(itemArea = "", itemId = "Shiny Item") {
for (let i = 0, length = worldData.length; i < length; i++) {
if (worldData[i].id === itemId) {
if (worldData[i].sceneName === itemArea) {
if (worldData[i].activated === true) return true;
}
}
}
return false;
}
/**
* Searches for a given item that the player has found and returns the amount of them that the player completed.
* @param {string} itemId Name of the item
* @returns {number}
*/
function CountWorldItem(itemId = "") {
let total = 0;
for (let i = 0, length = worldData.length; i < length; i++) {
if (worldData[i].id === itemId) {
if (worldData[i].activated === true) total++;
}
}
return total;
}
/**
* Counts the number of maps the player has acquired (from the list in an array)
* @param {array} mapArray Array of strings with area map names
* @returns {number}
*/
function CountMaps(mapArray) {
let totalMaps = 0;
for (i = 0, len = mapArray.length; i < len; i++) {
if (playerData[mapArray[i]] === true) totalMaps++
}
return totalMaps;
}
for (let i in dataObject) {
textPrefix = dataObject[i][0];
(dataObject[i][1]) ? textSuffix = dataObject[i][1]: textSuffix = "";
switch (i) {
case "areaMaps":
case "grubsCollected":
case "dreamOrbs":
case "fountainGeo":
case "nailDamage":
case "stationsOpened":
case "charmSlots":
case "whisperingRoots":
case "journalEntriesCompleted":
case "journalNotesCompleted":
case "whiteDefenderDefeats":
case "greyPrinceDefeats":
let amount = 0;
if (i === "areaMaps") {
amount = CountMaps(dataObject[i][3]);
} else if (i === "whisperingRoots") {
amount = CountWorldItem("Dream Plant");
} else {
amount = playerData[i];
}
if (i === "stationsOpened") {
if (playerData.openedHiddenStation === true) amount++;
}
let countTotal = amount;
if (i === "journalEntriesCompleted" || i === "journalNotesCompleted") {
countTotal = amount + " / " + playerData.journalEntriesTotal;
}
textPrefix += ": " + countTotal;
(amount >= dataObject[i][2]) ? CurrentDataTrue(): CurrentDataBlank();
break;
case "rancidEggs":
case "xunFlowerBrokeTimes":
CurrentDataBlank();
textPrefix += ": " + Math.abs(playerData[i]);
break;
case "shopkeeperKey":
(playerData.hasSlykey === true || playerData.gaveSlykey === true) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "elegantKey":
(playerData.hasWhiteKey === true || playerData.usedWhiteKey === true) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "loveKey":
(playerData.hasLoveKey === true || playerData.openedLoveDoor === true) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "simpleKeyCityOfTears": // #2
(FindWorldItem("Ruins1_17", "Shiny Item")) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "simpleKeyAncientBasin": // #3
(FindWorldItem("Abyss_20", "Shiny Item Stand")) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "paleOreAncientBasin": // #1
(FindWorldItem("Abyss_17", "Battle Scene Ore")) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "paleOreSeer": // #2
(playerData.dreamReward2 === true) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "paleOreCrystalPeak": // #3
(FindWorldItem("Mines_34", "Shiny Item Stand")) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "paleOreDeepnest": // #4
(FindWorldItem("Deepnest_32", "Shiny Item Stand")) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "paleOreGrubfather": // #5
(FindWorldItem("Crossroads_38", "Shiny Item Ore")) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "paleOreColosseum": // #6
(FindWorldItem("Room_Colosseum_Silver", "Shiny Item")) ? CurrentDataTrue(): CurrentDataFalse();
break;
case "relicsWandererJournal":
case "relicsHallownestSeal":
case "relicsKingsIdol":
case "relicsArcaneEgg":
let total = playerData[dataObject[i][3]] + playerData[dataObject[i][4]];
(total >= dataObject[i][2]) ? CurrentDataTrue(): CurrentDataBlank();
textPrefix += ": " + total;
break;
case "bossDoorStateTier5":
(playerData[i].completed === true) ? CurrentDataTrue(): CurrentDataFalse();
break;
default:
(playerData[i] === true) ? CurrentDataTrue(): CurrentDataFalse();
}
FillHTML(divId, textPrefix, textSuffix);
}
}
/**
* Checks, validates and shows hints to the player depending on their save progression, in chronological order. Shows only hint for the last uncompleted event. If Hollow Knight is defeated, shows a dummy text.
* @param {object} divId object containing div hints ID and h2 title
* @param {object} dataObject object containing all hints data
* @param {object} playerData object containing HK Player Data to look in
* @param {object} worldData object containing HK World Data to look in
* @returns {bool} true when defeated Hollow Knight, false if not
*/
function CheckHintsTrue(divId, dataObject, playerData, worldData) {
if (playerData.killedHollowKnight === true) {
// a text to show when player already finished their first playthrough (killed Hollow Knight first time)
FillHTML(divId, "", "...a successful Knight who doesn't need hints anymore");
return true;
}
for (let i in dataObject) {
if (playerData[i] === true) {
continue;
} else if (i === "fireballLevel") {
if (playerData[i] >= 1) {
continue;
} else {
FillHTML(divId, dataObject[i][0], dataObject[i][1]);
return false;
}
} else if (i === "Crossroads_04") {
let GruzMotherDefeated = false;
for (let k = 0, length = worldData.length; k < length; k++) {
if (worldData[k].id === "Battle Scene" && worldData[k].sceneName === "Crossroads_04" && worldData[k].activated === true) {
GruzMotherDefeated = true;
break;
}
}
if (GruzMotherDefeated) {
continue; // next dataObject (i)
} else {
FillHTML(divId, dataObject[i][0], dataObject[i][1]);
return false;
}
} else if (i === "dungDefenderOrHornet2") {
if (playerData.defeatedDungDefender === true) {
continue;
} else if (playerData.hornetOutskirtsDefeated === true) {
continue;
} else { // if no Dung Defender or Hornet 2
FillHTML(divId, dataObject[i][0], dataObject[i][1]);
return false;
}
} else if (i === "ismaTearOrShadeCloak") {
if (playerData.hasAcidArmour === true) {
continue;
} else if (playerData.hasKingsBrand === true) {
if (playerData.hasShadowDash === true) {
continue;
} else { // if Kings Brand but no Shade Cloak
FillHTML(divId, dataObject[i][0], dataObject[i][1]);
return false;
}
} else { // if no Isma's Tear or Kings Brand
FillHTML(divId, dataObject[i][0], dataObject[i][1]);
return false;
}
} else { // if anything from the hints list is not done
FillHTML(divId, dataObject[i][0], dataObject[i][1]);
return false;
}
} // end: for (let i in dataObject)
} // function CheckHintsTrue()
/**
* Pre-Cleans HTML. Reads contents inside text area and parses it to a JavaScript object. If not empty, runs HKCheckCompletion() to check data.
*/
function HKReadTextArea() {
InitialHTMLPopulate(DIV_ID);
let textAreaId = "save-area";
let contents = document.getElementById(textAreaId).value;
if (contents.length) {
let jsonObject = JSON.parse(contents);
// console.log(jsonObject);
if (jsonObject.hasOwnProperty("playerData")) HKCheckCompletion(jsonObject);
// console.log(jsonObject);
}
}
/**
* Checks the length of a JavaScript Object like Array.length
* @param {object} object JavaScript Object
* @return {number} length of the Object
*/
function ObjectLength(object) {
let length = 0;
for (let key in object) {
if (object.hasOwnProperty(key)) {
++length;
}
}
return length;
}
/**
* Populate all HTML with given ID and their initial data set as false (used at DOM load)
* @param {object} divIdObj JavaScript Object containing all HTML IDs to populate
*/
function InitialHTMLPopulate(divIdObj) {
PrefillHTML(divIdObj);
CurrentDataFalse();
// Play Time
CheckPlayTime(divIdObj.intro, 0)
// Game Completion
CheckCompletionPercent(divIdObj.intro, 0);
// Fleur Divide
AppendHTML(divIdObj.intro, FLEUR_DIVIDE);
// Health Masks
CheckHealthMasks(divIdObj.intro, 5, 0);
// Soul Orbs
CheckSoulOrbs(divIdObj.intro, 99);
// Geo
CheckGeo(divIdObj.intro, 0);
// First Hint Only
FillHTML(divIdObj.hints, HK_HINTS.fireballLevel[0], HK_HINTS.fireballLevel[1]);
// Temp arrays storing references (addresses) to objects for looping through them (duplicates important)
let hkObjArray = [HK_BOSSES, HK_BOSSES_WORLD, HK_CHARMS, HK_EQUIPMENT, HK_NAILARTS, HK_MASKSHARDS, HK_MASKSHARDS_WORLD, HK_VESSELFRAGMENTS, HK_VESSELFRAGMENTS_WORLD, HK_DREAMERS, HK_COLOSSEUM, HK_DREAMNAIL, HK_WARRIORDREAMS, HK_GRIMMTROUPE, HK_LIFEBLOOD, HK_GODMASTER, HK_ESSENTIAL, HK_ACHIEVEMENTS, HK_STATISTICS];
// duplicates and order important - must be the same as in hkObjArray[]
let divObjArray = [divIdObj.bosses, divIdObj.bosses, divIdObj.charms, divIdObj.equipment, divIdObj.nailArts, divIdObj.maskShards, divIdObj.maskShards, divIdObj.vesselFragments, divIdObj.vesselFragments, divIdObj.dreamers, divIdObj.colosseum, divIdObj.dreamNail, divIdObj.warriorDreams, divIdObj.grimmTroupe, divIdObj.lifeblood, divIdObj.godmaster, divIdObj.essential, divIdObj.achievements, divIdObj.statistics];
// Looped filling to reduce redundancy
do {
for (let parameter in hkObjArray[0]) {
FillHTML(divObjArray[0], hkObjArray[0][parameter][0], hkObjArray[0][parameter][1]);
}
divObjArray.shift();
} while (hkObjArray.shift());
// Nail Upgrades Misc
for (let i = 0; i < HK_NAILUPGRADES.length; i++) {
FillHTML(divIdObj.nailUpgrades, HK_NAILUPGRADES[i][0], HK_NAILUPGRADES[i][1]);
}
// Spells Misc
for (let i in HK_SPELLS) {
for (let j = 1; j <= 2; j++) {
FillHTML(divIdObj.spells, HK_SPELLS[i][j][0], HK_SPELLS[i][j][1]);
}
}
// Nightmare King Grimm / Banishment Misc
FillHTML(divIdObj.grimmTroupe, "Nightmare King Grimm / Banishment", "Dirtmouth or Howling Cliffs");
// Godmaster Doors Misc
for (let i = 0; i < ObjectLength(HK_GODMASTER_DOORS); i++) {
FillHTML(divIdObj.godmaster, HK_GODMASTER_DOORS[i][0], HK_GODMASTER_DOORS[i][1]);
}
// Fleur Dividers
AppendHTML(divIdObj.godmaster, FLEUR_DIVIDE);
AppendHTML(divIdObj.essential, FLEUR_DIVIDE);
}
/**
* Toggles display of "hk-hints". On click with no parameters or on demand when called with a parameter
* @param {string} param "hide", "show" or none (optional)
*/
function CheckboxHintsToggle(param) {
let checkboxId = document.getElementById("checkbox-hints");
switch (param) {
case "hide":
document.getElementById("hk-hints").classList.add("hidden");
checkboxId.value = "hints-off";
checkboxId.checked = false;
break;
case "show":
document.getElementById("hk-hints").classList.remove("hidden");
checkboxId.value = "hints-on";
checkboxId.checked = true;
break;
default:
if (checkboxId.checked === false) {
document.getElementById("hk-hints").classList.add("hidden");
checkboxId.value = "hints-off";
} else {
document.getElementById("hk-hints").classList.remove("hidden");
checkboxId.value = "hints-on";
}
}
}
/**
* Toggles display of ".location" class. On click with no parameters or on demand when called with a parameter
* @param {string} param "hide", "show" or none (optional)
*/
function CheckboxLocationsToggle(param) {
let checkboxId = document.getElementById("checkbox-locations");
let allClassElements = document.querySelectorAll(".location");
let length = allClassElements.length;
switch (param) {
case "hide":
for (let i = 0; i < length; i++) {
allClassElements[i].classList.add("hidden");
}
checkboxId.value = "locations-off";
checkboxId.checked = false;
break;
case "show":
for (let i = 0; i < length; i++) {
allClassElements[i].classList.remove("hidden");
}
checkboxId.value = "locations-on";
checkboxId.checked = true;
break;
default:
if (checkboxId.checked === false) {
for (let i = 0; i < length; i++) {
allClassElements[i].classList.add("hidden");
}
checkboxId.value = "locations-off";
} else {
for (let i = 0; i < length; i++) {
allClassElements[i].classList.remove("hidden");
}
checkboxId.value = "locations-on";
}
}
}
/**
* Zero-fill all "percent" properties in the JSON Object (reset to default)
* @param {object} jsObj object containing the "percent" properties to be reset to 0
*/
function ResetCompletion(jsObj) {
for (let i in jsObj) {
if (jsObj[i].hasOwnProperty("percent")) jsObj[i].percent = 0;
}
}